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A jam submission

Maven Saga OriginView game page

Explore the origins of Maven Saga in the project that came out first!
Submitted by GothicMelodies — 2 days, 11 hours before the deadline
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Maven Saga Origin's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#14.6004.600
Story#14.8004.800
Overall#14.5204.520
Presentation#24.4004.400
Theme#44.4004.400
Creativity#64.4004.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you choose to implement the Theme: Emperor's Tyranny in your game?
The evil Sunisian Empire has attacked the peaceful kingdom of Oxyn.

Did you implement any of the optional Bonus Challenges, and if so, which ones?
I did the following:
Evil Empire: The Sunisian Empire is the main villain of my story.

There is a speech that could be considered inspiring but I'm unsure if it qualifies!

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Comments

Submitted(+1)

Hi! I finally had the time to check out your game too. I like the maps and art of your game. Is this a different rpgmaker than mz? I havent seen these assets in mz and they look really good. The music and story is great. I like retro games so story is much more important for me and I enjoyed. Btw I really just want to thank you too for reviewing my game!

Developer

I'm glad you enjoyed it! It's RPG Maker 2000 with this game. I really enjoy the retro vibe. I had fun checking out your game and I can see the idea potential in it ^^

(+1)

Cool characters, well-thought-out lore, amazing level design, strong retro vibes, funny-snappy dialogue. PEAK.

Developer

Thank you so much for playing ^^

Deleted post
Developer (2 edits) (+1)

I'm glad that you enjoyed my two characters! I definitely already put it in my notes for the future to have a better sense of place with location name popups but it came to me too late to properly implement it - but I'm glad to see it pointed out here! I think a little bit of it got lost in that like, all of the cave is Whisper's Hollow, but it was a part of the somewhat uncomfortable transition when I crunched a much larger and longer project into a prequel game set before the main one. I'll have to be more aware of conveying location next time ^^

Funnily enough with Sir James, that room inspired my jump pads that I ended up utilizing in other parts, though I probably should've went back over that section of the tower. One of my playtesters found it to be a little too odd as well but I stuck to my guns. It is something I'd do differently if I were to redo it for certain! 

I felt the random encounter rate is a little too high but I also had hit that wall of big project becoming a significantly smaller one and it ended up being a matter of making sure the player could focus on the writing aspect at that point, which makes it messy but that's also why the Battle Ward is pretty expensive. I think it's safe to say I learned a very hard lesson about giving myself enough space to balance a full experience so there isn't weirdness like what you mentioned with the combat, bosses and the encounter reduction item.
Mathilde def has those problems too because I ended up tuning her down to pretty basic but tanky so there would be at least a little resistance in this regard. Overall, like I said, lessons for when I balance my main project!

I appreciate the feedback with the Emperor too - I can see your point with me making it last too long and I will also take notes regarding any future encounters that might be unwinnable situations.

I'll keep the door opening in mind too! That is probably the most rushed part of production next to the battle balance and I will make sure that it works better in future projects.

Overall I really appreciate the incredibly detailed feedback and didn't expect to see so much love while also seeing so much excellent constructive criticism. Thank you so much for playing and I hope you enjoy what I release in the future!

Developer

Made a correction because I realized I wrote Battle Ward-related criticism incorrectly xD

Submitted(+1)

I particularly liked the two protagonists Alessia and Selena. The dialogs were written humorously and nostalgically at the same time. The transport dragon was really cute.

Developer(+1)

Thank you so much! I definitely learned some things about game balance and especially since I joined so late but it'll make my next project stronger.